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One EASY TRICK to Quickly Change Object Origins in Blender! (Quick Pivot Point Change)

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    >> What's up, guys?
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    Justin here with BCGessentials.com back
    for another Blender quick tip for you.
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    So in today's video, we're going
    to talk about a really fast way
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    to change your object origin inside of Blender.
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    So let's go ahead and just jump into it.
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    So one of the things that can get a little
    bit frustrating inside of Blender is
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    when you add a mesh, like a cube, like this one.
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    It initially comes in with an object origin,
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    which is this little orange point
    right in the middle of your object.
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    And so the object origin is basically the
    point around which your operations happen.
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    So if I were to scale this box, right,
    it scales based on the central point.
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    So if I was to rotate it, it rotates
    based on the central point as well.
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    A lot of the time, especially when we're
    doing like architectural style applications,
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    we don't necessarily want to do that.
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    What we want to do is we want to have this
    in a corner because usually what we're going
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    to do is we're going to align
    an object based on a corner,
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    and then if we do any rotations,
    we'll do it based on that.
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    So this is something that's probably
    more for like precision style modeling.
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    Well in the past, what we've done is
    we've done some things with the 3D cursor
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    and setting your 3D cursor, and then
    setting your pivot point and all of that,
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    which works fine, but it can
    be a little bit annoying to do.
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    And so what I found out earlier today is there's
    also an option under this little options drop
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    down up here that allows us to
    transform your object origin.
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    And so what that does is, as soon as you check
    this box -- so you click this little drop down,
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    and then you set object origin, like this.
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    So now if I was to tap G in order to move
    something, notice how now what's moving
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    around is not the object itself
    but rather the object origin.
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    And so what that means is
    that means that I can rotate
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    and I can also move the object
    origin anywhere in the 3D space.
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    So let's say I was to place that on this
    point, and then I was to turn that back off,
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    now if I was to scale this object, it's
    going to scale based on that base point,
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    which I've set on the wall over here.
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    And so what that means is that means that
    I can now move that origin really easily
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    so I don't have to mess around
    at the 3D cursor or anything
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    like that in order to set this point.
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    This really gets powerful if you
    turn on your object snapping.
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    So we've talked a lot about
    snapping lately, again,
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    because it's so important
    for precision, style moving.
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    But if you turn on your object snapping,
    and you set your snapping to vertex -
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    so if I were to turn this on, then move this,
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    you can use this to snap your object
    origin to any vertex that you want.
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    And you can use the other
    snapping on here as well,
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    but you can basically use
    this to precisely move that.
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    And so once you're done with that, you can
    go back into your options, turn that off,
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    and now you can scale and rotate based
    on that corner point that you set.
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    So instead of having to go in and mess around
    with a 3D cursor, you can now use this instead.
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    And so one place this might be
    valuable is if you had two walls
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    like these and you wanted to align them.
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    So for example -- let's say
    that I was to move this over.
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    We have object snapping turned on so I can move
    this so that it aligns with this corner point.
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    But let's say I wanted to set this so
    that it's aligned with this corner point,
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    and now I wanted to rotate it so
    that it's perpendicular to this wall.
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    You can see how I can't do that right
    now because it moves the object.
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    Right. So it's moving the object based on
    the central point at the center of mass.
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    Well what we want to do is we want
    to go up into the options up here,
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    adjust the origin, and move
    it down to this corner.
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    Once we move it down to this corner,
    then if we turn that back off,
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    we can rotate this by tapping the R key.
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    Z key -- Notice how now I can
    rotate this around that corner point
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    like this without it moving around.
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    So this can be really valuable, again,
    for like CAD-style applications.
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    Notice how also we can use this to scale.
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    And we're going to set our
    snapping so it affects our scale.
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    But now we can use this to scale based on that
    corner point, and you can set your snapping
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    to scale something so that it
    aligns with this corner right here.
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    So being able to quickly set this point to the
    corner using this tool is extremely valuable
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    if you're doing this kind of modeling.
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    So that's [inaudible] in this video.
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    Leave a comment below.
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    Let me know what you thought.
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    Did you know this was here?
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    Have you been using it?
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    I just love having that conversation
    with you guys.
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    If you like this video, please remember
    to click that like button down below.
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    If you're new around here, remember
    to click that subscribe button
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    for new Blender content every week.
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    As always, thank you so much for taking the
    time to watch this, I really appreciate it,
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    and I will catch you in the next video.
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    Thanks, guys.
Title:
One EASY TRICK to Quickly Change Object Origins in Blender! (Quick Pivot Point Change)
Description:

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Video Language:
English (United States)
Duration:
04:44

English (United States) subtitles

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